>>15901770
>I honestly don't know why procedural AI routes aren't a thing in stealth games.
This, also, partially randomising environments too would help for instance
>level is about entering a house stealing some shit and exiting undetected
>make it so the thing you have to steal has several spawn points
>make it so front door could be here or there or somewhere else
>make it so that front door might have cameras or not or be more or less guarded
>make it so that there's also a backdoor
>make it so there's some piping you can climb
>oops you climbed all the way up here but all windows are locked shut
>you lockpicked one silently but oops the AI decided to check that room and now you're fucked unless you act fast as lightning
>ok, you got lucky breaking in but oops the house layout is different this time and you have no map just like in thief, enjoy exploring, faggot
granted this could only work in some set environments and not in the whole game, but it's something
>>15901832
>even randomizing guard placement doesn't necessarily help I think. Once you learn to judge how far away you need to be, or how fast you can move before the enemy can detect you
that could also be fixed if you gave AI different levels of awareness which could be randomised as well
example
>guard A is sharp, sees well from a distance, in the dark and has decent hearing
>guard B is a bit of a mole but can hear a needle fall
>guard C is average but he's wearing headphones and listening to music in this run
that way you could never know "how much" you can dare and would always have to be on your toes. this kind of shit however would require some fine ass quality coding and tuning of said AI, which I don't think will ever see the light of day